[nnm] No Nonsense Math 0.5.0
A No-Nonsense, C++ 17, single-header-only Math library geared towards graphics programming.
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nnm::Vector3< Real > Member List

This is the complete list of members for nnm::Vector3< Real >, including all inherited members.

abs() constnnm::Vector3< Real >inline
abs_max() constnnm::Vector3< Real >inline
abs_max_index() constnnm::Vector3< Real >inline
abs_min() constnnm::Vector3< Real >inline
abs_min_index() constnnm::Vector3< Real >inline
all(Real value)nnm::Vector3< Real >inlinestatic
angle(const Vector3 &to) constnnm::Vector3< Real >inline
approx_equal(const Vector3 &other) constnnm::Vector3< Real >inline
approx_zero() constnnm::Vector3< Real >inline
arbitrary_perpendicular() constnnm::Vector3< Real >inline
at(const uint8_t index) constnnm::Vector3< Real >inline
at(const uint8_t index)nnm::Vector3< Real >inline
axis_x()nnm::Vector3< Real >inlinestatic
axis_y()nnm::Vector3< Real >inlinestatic
axis_z()nnm::Vector3< Real >inlinestatic
begin() constnnm::Vector3< Real >inline
begin()nnm::Vector3< Real >inline
ceil() constnnm::Vector3< Real >inline
clamp(const Vector3 &min, const Vector3 &max) constnnm::Vector3< Real >inline
clamp_length(const Real min, const Real max) constnnm::Vector3< Real >inline
cross(const Vector3 &other) constnnm::Vector3< Real >inline
direction(const Vector3 &to) constnnm::Vector3< Real >inline
direction_unnormalized(const Vector3 &to) constnnm::Vector3< Real >inline
distance(const Vector3 &to) constnnm::Vector3< Real >inline
distance_sqrd(const Vector3 &to) constnnm::Vector3< Real >inline
dot(const Vector3 &other) constnnm::Vector3< Real >inline
end() constnnm::Vector3< Real >inline
end()nnm::Vector3< Real >inline
floor() constnnm::Vector3< Real >inline
inverse() constnnm::Vector3< Real >inline
length() constnnm::Vector3< Real >inline
length_sqrd() constnnm::Vector3< Real >inline
lerp(const Vector3 &to, const Real weight) constnnm::Vector3< Real >inline
lerp_clamped(const Vector3 &to, const Real weight) constnnm::Vector3< Real >inline
manhattan_distance(const Vector3 &to) constnnm::Vector3< Real >inline
max() constnnm::Vector3< Real >inline
max_index() constnnm::Vector3< Real >inline
min() constnnm::Vector3< Real >inline
min_index() constnnm::Vector3< Real >inline
normalize() constnnm::Vector3< Real >inline
one()nnm::Vector3< Real >inlinestatic
operator bool() constnnm::Vector3< Real >inlineexplicit
operator!=(const Vector3 &other) constnnm::Vector3< Real >inline
operator*(const Vector3 &other) constnnm::Vector3< Real >inline
operator*(const Matrix3< Real > &matrix) constnnm::Vector3< Real >
operator*(const Real value) constnnm::Vector3< Real >inline
operator*=(const Vector3 &other)nnm::Vector3< Real >inline
operator*=(const Real value)nnm::Vector3< Real >inline
operator+(const Vector3 &other) constnnm::Vector3< Real >inline
operator+() constnnm::Vector3< Real >inline
operator+=(const Vector3 &other)nnm::Vector3< Real >inline
operator-(const Vector3 &other) constnnm::Vector3< Real >inline
operator-() constnnm::Vector3< Real >inline
operator-=(const Vector3 &other)nnm::Vector3< Real >inline
operator/(const Vector3 &other) constnnm::Vector3< Real >inline
operator/(const Real value) constnnm::Vector3< Real >inline
operator/=(const Vector3 &other)nnm::Vector3< Real >inline
operator/=(const Real value)nnm::Vector3< Real >inline
operator<(const Vector3 &other) constnnm::Vector3< Real >inline
operator==(const Vector3 &other) constnnm::Vector3< Real >inline
operator[](const uint8_t index) constnnm::Vector3< Real >inline
operator[](const uint8_t index)nnm::Vector3< Real >inline
outer(const Vector3 &other) constnnm::Vector3< Real >
parallel(const Vector3 &other) constnnm::Vector3< Real >inline
perpendicular(const Vector3 &other) constnnm::Vector3< Real >inline
project(const Vector3 &onto) constnnm::Vector3< Real >inline
reflect(const Vector3 &normal) constnnm::Vector3< Real >inline
rotate_axis_angle(const Vector3 &axis, Real angle) constnnm::Vector3< Real >
rotate_axis_angle_at(const Vector3 &origin, const Vector3 &axis, Real angle) constnnm::Vector3< Real >
rotate_quaternion(const Quaternion< Real > &quaternion) constnnm::Vector3< Real >
rotate_quaternion_at(const Vector3 &origin, const Quaternion< Real > &quaternion) constnnm::Vector3< Real >
round() constnnm::Vector3< Real >inline
scale(const Vector3 &factor) constnnm::Vector3< Real >
scale_at(const Vector3 &origin, const Vector3 &factor) constnnm::Vector3< Real >
shear_x(Real factor_y, Real factor_z) constnnm::Vector3< Real >
shear_x_at(const Vector3 &origin, Real factor_y, Real factor_z) constnnm::Vector3< Real >
shear_y(Real factor_x, Real factor_z) constnnm::Vector3< Real >
shear_y_at(const Vector3 &origin, Real factor_x, Real factor_z) constnnm::Vector3< Real >
shear_z(Real factor_x, Real factor_y) constnnm::Vector3< Real >
shear_z_at(const Vector3 &origin, Real factor_x, Real factor_y) constnnm::Vector3< Real >
transform(const Basis3< Real > &by) constnnm::Vector3< Real >
transform(const Transform2< Real > &by) constnnm::Vector3< Real >
transform(const Transform3< Real > &by, Real w=static_cast< Real >(1)) constnnm::Vector3< Real >
transform_at(const Vector3 &origin, const Basis3< Real > &by) constnnm::Vector3< Real >
transform_at(const Vector2< Real > &origin, const Transform2< Real > &by) constnnm::Vector3< Real >
transform_at(const Vector3 &origin, const Transform3< Real > &by, Real w=static_cast< Real >(1)) constnnm::Vector3< Real >
translate(const Vector3 &by) constnnm::Vector3< Real >
Vector3()nnm::Vector3< Real >inline
Vector3(const Vector3i< Int > &vector)nnm::Vector3< Real >explicit
Vector3(const Vector3< Other > &vector)nnm::Vector3< Real >inlineexplicit
Vector3(const Vector2< Real > &vector, const Real z)nnm::Vector3< Real >inline
Vector3(const Real x, const Real y, const Real z)nnm::Vector3< Real >inline
xnnm::Vector3< Real >
xy() constnnm::Vector3< Real >inline
ynnm::Vector3< Real >
znnm::Vector3< Real >
zero()nnm::Vector3< Real >inlinestatic